Graphics Programs Reference
In-Depth Information
Figure 8-21 Squashed basketball at frame 40
21. Move the timeslider to frame 64. In the Coordinates area, enter the value 0.87 in the S
. Y spinner; basketball is squashed and a keyframe is created at this frame.
22. Move the timeslider to frame 84. In the Coordinates area, enter the value 0.87 in the S
. X
spinner; basketball is squashed and a keyframe is created at this frame.
23. Choose the Play Forwards button from the Animation toolbar to view the animation
of basketball .
Fine-Tuning the Animation
In this section, you will fine-tune the animation using the Timeline window.
1. In the Animation toolbar, move the timeslider to frame 40. Next, maximize the Timeline
window. Select Position Y from the list displayed on the left pane of the Timeline win-
dow. Select the keyframe at frame 40 by using the rectangular marquee selection, refer
to Figure 8-22.
2. Choose the Break Tangents button from the Timeline window and then move the tan-
gents to add weight to basketball when it touches Floor , refer to Figure 8-23.
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